📄 lightmappedgeneric_vs20.fxc
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// STATIC: "FOG_TYPE" "0..1"
// STATIC: "ENVMAP_MASK" "0..1"
// STATIC: "TANGENTSPACE" "0..1"
// STATIC: "BUMPMAP" "0..1"
// STATIC: "VERTEXCOLOR" "0..1"
// STATIC: "AACLAMP" "0..1"
#include "common_vs_fxc.h"
static const int g_FogType = FOG_TYPE;
static const bool g_UseSeparateEnvmapMask = ENVMAP_MASK;
static const bool g_bTangentSpace = TANGENTSPACE;
static const bool g_bBumpmap = BUMPMAP;
static const bool g_bVertexColor = VERTEXCOLOR;
const float4 cBaseTexCoordTransform[2] : register( c90 );
const float4 cDetailOrBumpTexCoordTransform[2] : register( c92 );
// This should be identity if we are bump mapping, otherwise we'll screw up the lightmapTexCoordOffset.
const float4 cEnvmapMaskTexCoordTransform[2] : register( c94 );
struct VS_INPUT
{
float3 vPos : POSITION;
float3 vNormal : NORMAL;
float2 vBaseTexCoord : TEXCOORD0;
float2 vLightmapTexCoord : TEXCOORD1;
#if AACLAMP
float4 vLightmapTexCoordOffset_Size : TEXCOORD2;
#else
float2 vLightmapTexCoordOffset : TEXCOORD2;
#endif
float3 vTangentS : TANGENT;
float3 vTangentT : BINORMAL;
float4 vColor : COLOR0;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
float fog : FOG;
float2 baseTexCoord : TEXCOORD0;
// detail textures and bumpmaps are mutually exclusive so that we have enough texcoords.
float4 detailOrBumpAndEnvmapMaskTexCoord : TEXCOORD1;
float4 lightmapTexCoord1And2 : TEXCOORD2;
float2 lightmapTexCoord3 : TEXCOORD3;
float3 worldVertToEyeVector : TEXCOORD4;
float3x3 tangentSpaceTranspose : TEXCOORD5; // and 6 and 7
float4 vertexColor : COLOR;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float4 projPos;
float3 worldPos;
projPos = mul( float4( v.vPos, 1 ), cModelViewProj );
o.projPos = projPos;
worldPos = mul( float4( v.vPos, 1 ), cModel[0] );
float3 worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] );
float3 worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] );
float3 worldNormal = mul( v.vNormal, ( float3x3 )cModel[0] );
#ifdef NV3X
// NV3X prefers dp3s to mads...
// but if bumpmapping isn't used, don't do a vector transpose per-pixel
if (g_bBumpmap)
{
o.tangentSpaceTranspose[0] = worldTangentS;
o.tangentSpaceTranspose[1] = worldTangentT;
o.tangentSpaceTranspose[2] = worldNormal;
}
else
{
o.tangentSpaceTranspose[0] = float3( worldTangentS.x, worldTangentT.x, worldNormal.x );
o.tangentSpaceTranspose[1] = float3( worldTangentS.y, worldTangentT.y, worldNormal.y );
o.tangentSpaceTranspose[2] = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
}
#else
o.tangentSpaceTranspose[0] = worldTangentS;
o.tangentSpaceTranspose[1] = worldTangentT;
o.tangentSpaceTranspose[2] = worldNormal;
#endif
o.worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0] );
o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1] );
o.detailOrBumpAndEnvmapMaskTexCoord.x = dot( v.vBaseTexCoord, cDetailOrBumpTexCoordTransform[0] );
o.detailOrBumpAndEnvmapMaskTexCoord.y = dot( v.vBaseTexCoord, cDetailOrBumpTexCoordTransform[1] );
// compute lightmap coordinates
#if AACLAMP
// AA-clamping produces the same output for bumped and non-bumped
o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord;
o.lightmapTexCoord1And2.wz = v.vLightmapTexCoordOffset_Size.zw;
o.lightmapTexCoord3.xy = v.vLightmapTexCoordOffset_Size.xy;
#else
if( g_bBumpmap )
{
o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset;
float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset;
float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset;
// reversed component order
o.lightmapTexCoord1And2.w = lightmapTexCoord2.x;
o.lightmapTexCoord1And2.z = lightmapTexCoord2.y;
o.lightmapTexCoord3.xy = lightmapTexCoord3;
}
else
{
o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord;
}
#endif
if( g_UseSeparateEnvmapMask )
{
// reversed component order
o.detailOrBumpAndEnvmapMaskTexCoord.w = dot( v.vBaseTexCoord, cEnvmapMaskTexCoordTransform[0] );
o.detailOrBumpAndEnvmapMaskTexCoord.z = dot( v.vBaseTexCoord, cEnvmapMaskTexCoordTransform[1] );
}
o.fog = CalcFog( worldPos, projPos, g_FogType );
if (!g_bVertexColor)
{
o.vertexColor = cModulationColor;
}
else
{
o.vertexColor = v.vColor * cModulationColor;
}
return o;
}
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